The Edgerunners Update is out now for Cyberpunk 2077, along with the Cyberpunk 2077: Phantom Liberty expansion getting a reveal and a 2023 release date. Some fixes included for Steam Deck finally too.
A big new feature is cross-progression between all platforms if you want it. So you can play it pretty much anywhere that has this update and sync it all up. In a world of the Steam Deck making PC gaming portable, this is a really nice feature that I hope more games add in. It would be ridiculous to list everything that's new but some of it includes: easy wardrobe changes, 3 new gigs, a bunch of new weapons, a new mini-game, lots of balancing, new poison perks, new secrets to discover and modding updates.
As for the Steam Deck, these specific fixes made it in:
- [Steam Deck] Fixed an issue where the dedicated preset was applying Ultra settings instead of properly crafted graphics settings.
- [Steam Deck] Fixed an issue where the game became unresponsive after trying to change Key Bindings.
The first one was a pretty big problem that I personally highlighted back in March, because it gave the impression that Cyberpunk 2077 ran way worse than it should on Steam Deck. It's surprising it took them multiple months to fix a simple settings issue but that's par for the course when it comes to Cyberpunk 2077 development isn't it?
Oh there's the new expansion too and you can see the teaser trailer below:
Direct Link
You can buy it to play on Linux with Proton or Steam Deck on Steam.
Quoting: MilaniumSounds like new content and minor fixes. Have the bugs been addressed already (in previous updates)?There are bug fixes in this patch too (see patch notes) but all the major bugs from way back then has been fixed a long time ago. Like, one and a half year ago or so :D
Last edited by Beamboom on 7 September 2022 at 11:42 am UTC
I do understand though that people that wanted to play on a last generation console on release day got bitterly disappointed.
Quoting: ShmerlJust to confirm - updated to 1.6 (GOG version) and the game works fine so far.The gog version fails to start for me in lutris.
Are there any special settings required?
Quoting: devlandThe gog version fails to start for me in lutris.
Are there any special settings required?
Lutris might be using some overcustomized Wine. I'm using stock Wine (7.16) with only vkd3d-proton added.
Last edited by Shmerl on 7 September 2022 at 5:41 pm UTC
I had to start over (they actually changed the incremental patches out from under foot, such that my game files weren't valid since the last update) but I tested it today and it's working as well as ever for me.
(Note that lutris-7.2 wine runner, before the -2 update may be broken for this with current mesa. All my DX12 games (and some DX11) stopped working for me in Lutris after upgrading to mesa 22. I don't know if this happened to anyone else, but I had to use system wine until that lutris-7.2-2 came out)
System wine should work, and you really shouldn't even need to have DXVK and VKD3d installed, because Lutris supplies them and will create symlinks when the wine prefix is generated or updated, according to what is in the fields in Runner Options (you have to have Advanced view enabled to see that stuff though)
Quoting: GroganSystem wine should work, and you really shouldn't even need to have DXVK and VKD3d installed, because Lutris supplies them and will create symlinks when the wine prefix is generated or updated, according to what is in the fields in Runner Options (you have to have Advanced view enabled to see that stuff though)
That's what I do for my Wine prefixes too. Just make symlinks for dxvk and vkd3d-proton once (which are stored in a separate location), which I then build periodically to get newest features.
Last edited by Shmerl on 7 September 2022 at 11:31 pm UTC
Quoting: ShmerlThat's what I do for my Wine prefixes too. Just make symlinks for dxvk and vkd3d-proton once (which are stored in a separate location), which I then build periodically to get newest features.
I build my own too, but what I do is just drop them in ~/.local/share/lutris/runtime replacing the Lutris binaries (and removing write permission in case lutris ever tries to update them without a version bump) and let Lutris create the links when I change the fields.
By the way, I should have mentioned in my last post... what was wrong with the lutris- wine runners prior to 7.2-2 for me was that for some reason the shader pipelines were broken (I never did figure out exactly why). It was odd, if I had the shaders cached already Cyberpunk and friends would run, until it had to compile shaders, then blammo. System wine was fine, Proton and Proton-GE in Steam were fine, just something with the directx shader compilers in those lutris runners. Going back to my previous mesa 21.x build they worked fine, but I'm not sure if it was the mesa version or the fact that my previous one was compiled with older toolchains (I had just upgraded glibc and gcc and friends and bootstrapped)
https://bugs.winehq.org/show_bug.cgi?id=52795
Last edited by Shmerl on 8 September 2022 at 12:14 am UTC
Quoting: ShmerlI remember Wine had a fix for stack size which was borked by gradually growing Vulkan logic. Could be related if anyone is using some older versions of Wine where that regression appeared.
https://bugs.winehq.org/show_bug.cgi?id=52795
"Stack overflows during pipeline compilation"
Thanks again Shmerl, that sounds like the issue that I ran into with those lutris runners prior to lutris-7.2-2. I'm glad to know what it was :-)
Last edited by Grogan on 8 September 2022 at 1:15 am UTC
Quoting: ShmerlQuoting: GroganSystem wine should work, and you really shouldn't even need to have DXVK and VKD3d installed, because Lutris supplies them and will create symlinks when the wine prefix is generated or updated, according to what is in the fields in Runner Options (you have to have Advanced view enabled to see that stuff though)
That's what I do for my Wine prefixes too. Just make symlinks for dxvk and vkd3d-proton once (which are stored in a separate location), which I then build periodically to get newest features.
It works now. Thanks.
I was using dxvk instead of vkd3d.
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